Time check:
Route: hammerblow>dekka>GG1>GG3>CC
hammerblow dead @20min mark
dekka dead @35
GG1 &imp dead@55
GG3dead@65
CCdead@90
gives 10min for screw ups
Time check:
Route: hammerblow>dekka>GG1>GG3>CC
hammerblow dead @20min mark
dekka dead @35
GG1 &imp dead@55
GG3dead@65
CCdead@90
gives 10min for screw ups
Originally Posted by mdkuser
Very useful for when we pick up some speed thank you.
If anyone's interested we did our run and fought Hammerblow for the first time. Our first attempt to kite the mobs and lose aggro with 12% movement speed didnt seem to work. Those mithras dont like to give up so easily apparently ><.
Spectacular deaths from that try but this time we did Sandstorm Desert Boots on the THF super-kiting to all 4 corners of the room with the Red mage curing him. This worked flawlessly and we had no deaths. I was able to keep sandstorm on the THF and main heal the party. The reason I decided to main heal the pt instead of the RDM was because I keep stoneskinga up and it's phenomenal on first floor mobs.
Also if anyone's interested Hammerblow is a joke with Phalanxga up. Because of the spectacular wipe we only had time for 3 NMs, but now that we got a working Hammerblow strategy that everyone performed flawlessly on we'll be including Citadel Chelonian.
Today we're gonna go romp around in Bhaflau thickets again *groan*. Just NM farming though because I really don't think we're ready for LBC.
Thanks for all the tips![]()
Opening Chest + 1 Fomor + 6 in Hammerblow room.Originally Posted by Arthars
Does this give you enough cells to kill the Powderkeg room? Those fomor's hit prolly 5x harder than the 1f fomors and if you link it can be a pain. Do you think light farming like this is enough for your group to balance between saving time on 1f and trying to kill efficiantly/fast on 2f? We have been doing full clears on the east side (which has way more cells to begin with) and we realize it's too much, but trying to get a handle on what would be a good number. we typically go in with 7-12.
He can get them before the cross over the gear/rampart area? Do they ever de-aggro when he is bringing them back? Could be extremely easy to do these gears the same as above poster describes Hammerblow fomors.Originally Posted by Arthars
4F mobs lose aggro in about 2 rooms worth of distance if you have flee on.
We wiped last time on LAC with 6 because I (only RDM) was the last one charmed and it opened with Discharge on the MNKs while I was still charmed. No cures + no shadows (and can't put up) = dead MNKs
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I don't see much difference in time in clearing the side rooms with 6 or with 9 since most of the damage come from the 2 MNKs in the main party. Of course it depends on drops, but I like having the MNKs with a good portion of stats and equipment unlocked. Makes life a lot easier out of 1F.
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I tried opening chest + 1 fomor + 6 and the speed wasn't great. 20 min 2F becomes 40 min (Morrigan route.) Might be a bit lower now because we're more experienced but again I don't see the need to skimp too much on 1F.
Going with 6, 7 at most, what we've found works best seems to be going right for hammerblow room if we get 2 prae cells from chest or from chest + first fomor, and if we only get one then clearing a side room until we get another or after 4-5 mobs. That way when we hit powderkeg room both MNKs have shadows, as do I, the puller, which lets me pull preemptively and hold as the current one is dying since they don't sleep. However spending any longer on first floor seems to be too redundant, the only other benefit is getting an extra STR in advance, and lessening the chance that you get screwed on some equip cells (last run I did only one MNK had waist cell until the 2nd-to-last gear in Gyro3 room lol).Originally Posted by fuergrissa
Suiram's SSR style doesn't fit my group because of several factors (makeup, equips, the people)
*Tried before*
For Hammerblow, don't forget the nice easy alternative of Hermes Quenchers, available at an Auction House near you. It's a 5k gil alternative and works for low number groups.
Pop quencher, aggro, run straight out of the room. Everyone else stays in the room and pulls 2 off the train. The fomors will lose aggro pretty quickly because they are completely retarded when it comes to stairs, but it usually takes them a while to reset.
This works without movement speed too, but the faster you move the less likely you are to die. Sac pulls don't have to end in death.
I've seen many strategies used on Hammerblow:
#1: Go directly to the NM room and fight 1 ( 2 if two magic cells droped from the chest, in this case your rdm kites the second fomor), while thf kite-loose aggro. Fomors aggro to JA at 20' so they have THF use silent oils and flee to aggro and loose them fast.
#2: Kill 1 room of fomorsx4 then do the NM room with kite-loose aggro method. First leg to THF for powder boots, if we get a leg cell, and in that case THF don't get JA.
#3: Kill 2 rooms then to fomors, and kite-loose aggro ( more cells, faster kills).
#4: Kill 2 rooms of fomors then sac pull the 6 fomor. The two sac pullers scout chests before, for dusty rr3 scrolls.
They all work. What matters is not your method but the time it takes. 20 minute or less is a good time.
#1 and #2 take 20-25 minutes most of the time ( less cell= slower kills). The first fomor especially will be hard to kill, with only 1 magic. The JPs I've gone with that do that, take time to empty chests with silent oil on, to stock up on healing items, before starting fighting. Giving first abi or boots to thief just for flee is a waste imo too...
#3 is hard to achieve under 20mn, but possible ( down time being hunting down the kited fomors).
#4 Is always less than 20 minutes, and you get extra cells from 8 fomors. Odd enough, two of the four times the usukane head droped was when we were very fast (~17 minutes).
Edit: never take the east path, random drops = bad. West path has guarranted 3 body, 3HP 4magic 4JA 4SJ 3MP 5WPN, under 20 minute. Add to that random equip and stats from the 9 initial fomors.
just to set a fact straight about east path: the final 8 fomors on east path have fixed drops (and drop 5 cells fixed instead of 4 cells fixed)
*if* you are genuinely capped out on 35 usukane head drops and have a large group or want to fight just a subset of the final room (since these have normal linking rules and are more spread out) then east path might be for you. - it isn't particularly time saving in terms of getting to 2F but if you're doing it with the intent of needing less farming on later floors it can be a smart route to take.
since hammerblow's drop rate is beyond poor there isn't really a reason to expect most groups to be in the above situation. for groups smaller than 10-11 members there isn't really any opportunity cost doing west route unless you skip 2F farming entirely.
On topic, we just did a silversea run on the other route.
Route: hammerblow> powerdeg>GG3>CC>Boss
Hammerblow dead@18
Powerdeg dead@44
GG3dead@57
CCdead@81
Boss dead@98 ( a bit rusty on the boss >.>)
silver sea seem to get a lil easier
gears and rampart dont have that much HP they used to have from my observation O_o
usually have to play really well with 6 people to get 1W 2NW 3Mid+E 4E and eventually kill boss with just enough time
did 2 runs these 2 days and ended up able to kill everything pretty fast from 3F onwards, and eventually kill boss and much time left from 2NW route
anyone felt the same? gears and rampart only tho, fomor seem to be still the same.
hmm this looks cool. We always have only 10 minute left when doing this path, so any extra time is welcome.
did 1F hammer, 2F NW route today, hit 3F GG1 and GG3 and 4F turtle and still left 23 min on boss
did with usual group
i can confirm this zone sure became easier